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* Capable of taking on any situation. All-around fantastic at everything. | * Capable of taking on any situation. All-around fantastic at everything. | ||
* Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing. | * Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing. | ||
* Is a mixup machine with long blockstring, 3 lows | * Is a mixup machine with long blockstring, 3 lows, an aerial fastfall. | ||
* Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it. | * Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it. | ||
* Does average damage on his own, but with resources | * Does average damage on his own, but with resources, his damage is near unparalleled. | ||
* One of the best anti-air assist in the game. Can be easily converted on hit and forces the opponent to the ground on block. | * One of the best anti-air assist in the game. Can be easily converted on hit and forces the opponent to the ground on block. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Most of his normals are stubby, despite the few really strong outliers. | * Most of his normals are stubby, despite the few really strong outliers. | ||
* No traditional Ki blasts, and Power Pole is too slow for keepaway. | * No traditional Ki blasts, and Power Pole is too slow for keepaway. | ||
|- | |- | ||
|} | |} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* All hits easily connect against airborne opponents | * All hits easily connect against airborne opponents | ||
Better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen. | |||
If 5L is reflected, 5LL does not go far enough to hit the opponent again. | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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* Switches sides on hit. | * Switches sides on hit. | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | ||
Very commonly used for back-to-corner combos and to combo into Spirit Bomb | Very commonly used for back-to-corner combos and to combo into Spirit Bomb. | ||
Like other | Like the other 5LLL grabs, Goku can also tickthrow with low blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up. | ||
}} | }} | ||
}} | }} | ||
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* Vaults almost fullscreen. Hold {{4}} during startup to leap half as far | * Vaults almost fullscreen. Hold {{4}} during startup to leap half as far | ||
* Recovers in mid-air and has access to air options | * Recovers in mid-air and has access to air options | ||
* Whiff cancellable into j.S, j.2H, j.2S | * Whiff cancellable into j.S, j.2H, j.2S, specials, supers. | ||
* On block/hit, can be cancelled early into grounded attacks | * On block/hit, can be cancelled early into grounded attacks | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Temporarily stalls momentum. | |||
* Similar traits to 5S but hits with the entire pole instead of extending it out. | * Similar traits to 5S but hits with the entire pole instead of extending it out. | ||
* Smash hit can confirm into Super Dash. | * Smash hit can confirm into Super Dash. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Stops all air momentum. | |||
* Smash on air-to-air, gives SKD. | * Smash on air-to-air, gives SKD. | ||
As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-air'd, but if they choose to block, then this leaves Goku at +4 at minimum. | As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-air'd, but if they choose to block, then this leaves Goku at +4 at minimum. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Only hits once he touches the ground | * Falls straight down and then recovers in the air. Only hits once he touches the ground | ||
* Can be aimed with j.1S or j.3S | * Can be aimed with j.1S or j.3S. | ||
* After touching the ground, is whiff cancellable to j.S and j. | * After touching the ground, is whiff cancellable to j.S, j.2H, specials, supers, and can also choose the direction he hops to with {{4}} or {{6}}. j.1S and j.2S default to hopping backward, j.3S hops forward. | ||
Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters ( | Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters (without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous. | ||
2S > j.3S covered with the assist is also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Pauses for a bit before charing just over half screen. | ||
* Smash hit wall splats. | * Smash hit wall splats. | ||
* Essential combo extender in the corner. | * Essential combo extender in the corner. | ||
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* Range of M versions with speed of L versions. | * Range of M versions with speed of L versions. | ||
* Smash hit wall bounces. Can be followed up with dash 5LL. | * Smash hit wall bounces. Can be followed up with dash 5LL. | ||
Extremely fast, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, leads to a corner carry combo on hit. | Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. | ||
After a DR tech in the corner | After a DR tech in the corner, Goku can throw this out to regain advantage. If it hits he gets a combo, if it's blocked the opponent is forced onto the ground and he's +1 in the air. | ||
}} | }} | ||
}} | }} | ||
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Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches. | Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches. | ||
2H > j.214L is a true string that leaves you completely safe. 5H > 214L + assist is a decent high/low. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Stops all air momentum | |||
* Slightly angled downward | * Slightly angled downward | ||
Can be used the same way as SS Goku's j.236S2. Controls a giant part of the screen which is great since GT Goku does not have any other projectiles. 2H (blocked) > j.236S has a 3f gap so it can't be challenged without invincible reversals. | Can be used the same way as SS Goku's j.236S2. Controls a giant part of the screen which is great since GT Goku does not have any other projectiles. 2H (blocked) > j.236S has a 3f gap so it can't be challenged without invincible reversals. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Pauses for a bit, shoots a blast behind him and then dashes forward. | |||
* Blast does more damage and hitstun/blockstun than headbutt. | * Blast does more damage and hitstun/blockstun than headbutt. | ||
* On block, blast jails into Vanish, while headbutt makes Goku recover in the air | * On block, blast jails into Vanish, while headbutt makes Goku recover in the air | ||
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======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Dragon Flash Fist | ||
|input=Assist B | |input=Assist B | ||
|image= | |image=DBFZ_GTGoku_DragonFlashFist.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Causes a ground bounce. | |||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Power Pole | ||
|input=Assist C | |input=Assist C | ||
|image= | |image=DBFZ_GTGoku_jS.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Tracks the opponent anywhere on screen. | |||
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD. | |||
}} | }} | ||
}} | }} | ||
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* Cost 3 Ki gauges | * Cost 3 Ki gauges | ||
* Goes halfscreen. Switches sides on hit | * Goes halfscreen. Switches sides on hit | ||
* | * Damage increased when a teammate is downed, but oki is unchanged. The only "real" option he gets is an IAD j.H safe jump. | ||
* Minimum damage: 1659 [1859] | * Minimum damage: 1659 [1859] | ||
}} | }} | ||
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|name=Super Ultra Spirit Bomb | |name=Super Ultra Spirit Bomb | ||
|input=214H+S (Air OK) | |input=214H+S (Air OK) | ||
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption= | |image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=RIP oki 2019-2020 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Cost 3 Ki gauges | * Cost 3 Ki gauges | ||
* Minimum damage: | * Minimum damage: 39*31, 159 (1368) | ||
* Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered. | * Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered. | ||
* Recovers in the air right after he throws it. Comboing | * Recovers in the air right after he throws it. Bomb disappears only if Goku is hit. | ||
* Comboing afterward doesn't have Super scaling. Soft knockdown if the opponent is left falling to the ground. | |||
There are 2 common ways to combo into this super. Both requires the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[8]~1S > j.214H+S, the second is anything > Vanish > delay j.214S~1S > j.214H+S. Afterward, you can either airdash j.DR for a sliding knockdown, or land, dash DR > 236M for optimal bar dump, though it's slightly harder. | |||
There are 2 common ways to combo into this super. Both requires the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[ | |||
}} | }} | ||
}} | }} |
Revision as of 12:52, 27 February 2020
Goku (GT) |
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Overview
The incarnation of Son Goku appearing in Dragon Ball GT. The Pilaf Gang, using the Black Star Dragon Balls, accidentally wishes for Goku to return to when he was a child, thus returning to the prime of his youth. The use of these Dragon Balls, however, would destroy the planet in a year and were scattered through the galaxy, making Goku, his grandchild Pan, and Trunks (not to be confused with Future Trunks) to step into the grand tour to recover them. Goku in this iteration has a tail, so as to better control his Saiyan energy during Super Saiyan 3, as his young body is very frail and struggles to do so naturally. He attained Super Saiyan 4 (the strongest Super Saiyan form in GT) on the resurrected Planet Tuffle after absorbing Blutz Waves produced by the light reflected from Earth. He also wields the Power Pole, a magic pole that Goku was given by his Grandfather, Son Gohan. It has the ability to extend to great lengths, perhaps even indefinitely, and was one of the most important tools in Goku's arsenal in his younger years.
The Dragon Ball GT version of Goku joins Dragon Ball Fighterz as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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If you get tagged by this in the corner, you're going to die. Simple as. |
5H
5H |
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Essentially a less useful 5M. Mostly a blockstring filler. |
5S
5S |
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Rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Is not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time. |
2L
2L |
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While the slide sounds pretty good. From a blockstring into 214L airdash high/land low, even in the corner, 2L will whiff against most of the cast. You'll mostly be using 2M for the mix even if it's slower. |
2M
2M |
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The reward on hit is as high as 5M, but it's not something you can throw out in neutral. Blockstring 214L into land 2M if hit is a guaranteed 50%, or if he has resources, it's a dead character. |
2H
2H |
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About the same as all of the other Goku's 2H. It's not fantastic, but it'll do. |
2S
2S |
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6M
6M |
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j.L
j.L |
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It's a tiny jab. |
j.M
j.M |
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It's a tiny kick. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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This is Goku's main air combo extender. As a neutral tool, it shares some of the same downsides with 5S, though it's slightly better since the entire pole has a hitbox. |
j.2H
j.2H |
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As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-air'd, but if they choose to block, then this leaves Goku at +4 at minimum. As a combo ender, it's mostly used when Goku doesn't have any assists backing him up. Since the oki is bette than j.214M, and he can connect any Supers upon landing. |
j.2S
j.2S |
Template:AttackDataHeader-DBFZ
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Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters (without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous. 2S > j.3S covered with the assist is also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup. |
Special Moves
Dragon Flurry Fist
Dragon Flurry Fist 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Fist
Dragon Flash Fist 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Reverse Kamehameha
Reverse Kamehameha 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Kamehameha Assist A |
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Incredible anti air. While blockstun may be average for a beam, but the angle at which this fires makes it a prime neutral tool. It cuts off a huge section of the screen and forces the opponent to block at around superjump height, where a lot of players like to hang around. Blocking it drags them to the ground, allowing for your point character to run up and get pressure. On top of the upsides on block, it also has very high advantage on hit, allowing for superdash confirms pretty much everywhere. Depending on the point character, this assist can setup for unbeatable round starts as well. |
Assist B
Dragon Flash Fist Assist B |
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Assist C
Power Pole Assist C |
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Super Moves
Super Kamehameha
Super Kamehameha 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Dragon Fist Explosion
Dragon Fist Explosion 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super Ultra Spirit Bomb
Super Ultra Spirit Bomb 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.